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Monster Siege!

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Monster Siege!

Postby Gold Bearer » July 9th, 2014, 2:34 pm

Monster Siege
I've adapted my death match p-b-p idea that nobody was interest in. I need 4-6 other players to control a group of four monster type characters. I think the main reason was that people didn't like the idea of hero type characters in competition with each other, so I've switched it round to rival groups of monsters attacking some kind of settlement. In the first one (if it even gets that far) will be an imperial settlement. There could be others using other monsters later on.

I'll probably use random movement dice for these monsters with set movement for the imperial force (in the spirit of switching round). S is speed, 4 = roll one dice, 6 = the highest of two, 8 = two dice, 10 = the highest two of three, 12 = three dice. The standard enemies will be the men-at-arms with the additions of spearmen and bowmen, Elven spearmen and bowmen and Dwarven axemen and crossbowmen as the fodder. The basic idea will be to fight your way to the centre to retrieve some kind of artefact and get it back to where you started (a bit like a cross between Space Crusade gameplay and capture the flag). They'll also be some the heroes I've created with better versions (veterans, masters and legends) as you get closer to the centre. It will give me a chance to test them out and with these monster stats there's going to need to be quality hero level opposition.

From the chaos deck I've taken out the spells that have spells with the same name in other sets to avoid confusion, the ones the good guys can have and the spells that are in the element decks. The listed for the chaos warlock are what was left after I gave the vampire his three. Monsters will still defend with black shields and the good guys with white shields.

I'd like to use a city type board for this but I'm not sure what's possible in p-b-p. I could use the standard boards joined together like in the dark company if not. This could be a lot of fun. Here are the monsters. They might still need a bit of balancing, they're supposed to be roughly as effective as each other. Comments, suggestions, and especially players are very welcome. What do you think?


The Big Team

Giant
A7 D7 S12 B11 M1 Huge Club
Adds three to the number of attack dice of any melee weapon. Can use any weapon one handed. Can't wear armour. Can't fit through doors.

Troll
A5 D5 S8 B7 M1 Claws, Teeth
Can't use any items. Regenerates wounds (not fire) since your last turn even if you're on zero or less (overkill) on a white shield.

Ogre
A5 D5 S6 B9 M1 Great Spiked Club
Adds two to the number of attack dice of any melee weapon. Can use any weapon one handed. Can't wear armour or use ranged weapons.

Minotaur
A5 D4 S10 B9 M1 Battle Axe
Adds one to the number of attack dice of any melee weapon. Can use any weapon one handed. Can't wear armour or use ranged weapons.


The Swamp Team

Beastman Chief
A3/ D4 S8 B14 M1 Halberd, Shield
Can use a battleaxe one handed and can use a halberd and shield together without penalty.

Skavin Plague Censor Bearer
A4/ D2 S10 B5 M5 Plague Censor
Any non undead or non swamp based character directly adjacent rolls one less attack and defence dice than normal.

Fimir Swamp Hag
A3 D3 S6 B6 M4 Double Axe
Choose nine swamp spells sharing the deck with the Kobold Shaman.

Kobold Wormpriest
A3/ D3 S10 B6 M4 Swamp Staff
Choose six swamp spells sharing the deck with the Fimir Shaman.


The Chaos Team

Chaos Demon
A6/2_ D5 S12 B9 M1 Broadsword, Whip
Doubles number of attack dice.

Chaos Champion
A4/4 D4 S6 B7 M3 Two Battle Axes, Bandedmail, Helmet
Can use battle Axes one handed. Can dual wield and attack with two melee weapons in the same turn without penalty and can attack before and after moving.

Chaos Dwarf
A4/ D7 S4 B7 M3 Dwarven Axe, Dwarven Platemail, Shield, Helmet
Defends on black as well as white shields. Can use a battle axe one handed. Can disarm traps like the Dwarf.

Chaos Warlock
A4 D5 S6 B3 M8 Chaos Sword
Cloud Of Chaos, Mirror Magic, Restore Chaos, Soothe, Summon Wolves, Werewolf's Curse.


The Dead Team

Wight Lord
A3 D4 S8 B6 M4 Wight Blade, Chainmail, Helmet
Wight blades cause D3 wounds.

Wraith
A3/ D0 S6 B0 M5 Scythe
Ethereal. MP is drained instead of BP. Chill Touch.

Liche
A4/ D6 S6 B5 M7 Bone Dagger
Dominate, Mind Blast and Mind Lock. Chill Touch.

Necromancer
A4/ D6 S6 B5 M7 Bone Dagger
WoM spell set.


The Nameless Team

Vampire Count
A3 D2 S10 B12 M6 Broadsword
Command, Reanimation and Summon Undead. Transfix.

Dark Elf
A4/ D5 S10 B6 M4 Elven Sword, Elvin Chainmail, Shield, Helmet

Storm Master
A6/ D5 S6 B5 M6 Storm Staff
WoM spell set.

High Mage
A5/ D5 S6 B5 M8 Mage Staff
WoM spell set.


The Green Team

Savage Orc Big Boss
A3/~ D3 S8 B9 M1 Double Axe
Can attack twice and can attack before and after moving, three times if you move at half rate and four times if you don't move.

Black Orc War Boss
A4/3 D5 S8 B7 M3 Battle Axe, Broadsword, Chainmail, Helmet
Can use a battle axe one handed. Can dual wield and attack with two melee weapons in the same turn without penalty and can attack before and after moving.

Orc Shaman
A5/ D5 S8 B5 M7 Waagh Spear
WoM spell set. The waagh spear channels the shamans magical energies and would never be thrown.

Goblin Fanatic
A8 D0 S10 B9 M1 Great Ball And Chain
Doubles number of attack dice. Can't use any other items. If there's still an enemy in sight after he's attacked then in future turns if there's still an enemy in sight at the start of his turn roll a combat dice and if you roll a skull he attacks a the closest enemy, if you roll a white shield you can use him as normal and if you roll a black shield he attacks the closest target.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
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Evil Sorcerer: Morcar
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